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About pookemon

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  1. Why is this not working and causing lag?

    I haven't looked at OpenGL for a few years now but the fact that you are drawing 360,000 triangles using immediate mode in every frame is probably the cause for it being so slow. Try display lists, vertex buffers, or textures to draw your balls. With textures you could draw as little as two triangles (one quad) to get the same effect, instead of 360 per ball.
  2. dll question

    Quote:Original post by Sync Views ok now I'm confused...if I don't export the class how can I use it in my app? Err - a header file?
  3. c and games

    Quote:Original post by oler1s Quote: C is much easier to learn and start out with imoNo it isn’t. You have little abstraction, and some really awkward design choices for beginners. The lack of a first class string type is very problematic for beginners in C. You can’t learn C string manipulation partially. Hmmm, yes. Learning the guts of how strings are handled is of no value what-so-ever. Much better to learn to rely on someone elses code at all costs because heaven forbid that any of these "next generation" developers should learn to do anything for themselves. Learning memory / string management isn't all bad you know.
  4. c and games

    [quote]Original post by oler1s Quote:Marsong: It’s actually a bad thing to have to create your variables right up front. I guess that depends on whether you want to learn good habits that will help other developers if you move to other languages with respect to readability. Sure it's nice to type for (int nCount = 0; ...) but really, what so bad about having to put an int nCount; at the start of a code block? And if you don't have that habit, and then switch to a language that allows "on the fly" variable declaration (Like good ol' VB) then you can create a world of pain for yourself and anyone else that works on your lazy code. Variable declarations - up front and easy to see are good.
  5. Nehe Tutorials

    Quote:Original post by monkey4sale What errors? The issue is that I dont have any OpenGL headers, the VC++ E does not install them, I simply do not have them and so I can not follow the tutorials. So... Download them? http://nehe.gamedev.net/files/glsdk.zip
  6. Nehe Tutorials

    Try this. No idea where I got it from... /*++ BUILD Version: 0004 // Increment this if a change has global effects Copyright (c) 1985-95, Microsoft Corporation Module Name: glaux.h Abstract: Procedure declarations, constant definitions and macros for the OpenGL Auxiliary Library. --*/ #ifndef __GLAUX_H__ #define __GLAUX_H__ /* * (c) Copyright 1993, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ #include <windows.h> #include <GL/gl.h> #include <GL/glu.h> #ifdef __cplusplus extern "C" { #endif /* ** ToolKit Window Types ** In the future, AUX_RGBA may be a combination of both RGB and ALPHA */ #define AUX_RGB 0 #define AUX_RGBA AUX_RGB #define AUX_INDEX 1 #define AUX_SINGLE 0 #define AUX_DOUBLE 2 #define AUX_DIRECT 0 #define AUX_INDIRECT 4 #define AUX_ACCUM 8 #define AUX_ALPHA 16 #define AUX_DEPTH24 32 /* 24-bit depth buffer */ #define AUX_STENCIL 64 #define AUX_AUX 128 #define AUX_DEPTH16 256 /* 16-bit depth buffer */ #define AUX_FIXED_332_PAL 512 #define AUX_DEPTH AUX_DEPTH16 /* default is 16-bit depth buffer */ /* ** Window Masks */ #define AUX_WIND_IS_RGB(x) (((x) & AUX_INDEX) == 0) #define AUX_WIND_IS_INDEX(x) (((x) & AUX_INDEX) != 0) #define AUX_WIND_IS_SINGLE(x) (((x) & AUX_DOUBLE) == 0) #define AUX_WIND_IS_DOUBLE(x) (((x) & AUX_DOUBLE) != 0) #define AUX_WIND_IS_INDIRECT(x) (((x) & AUX_INDIRECT) != 0) #define AUX_WIND_IS_DIRECT(x) (((x) & AUX_INDIRECT) == 0) #define AUX_WIND_HAS_ACCUM(x) (((x) & AUX_ACCUM) != 0) #define AUX_WIND_HAS_ALPHA(x) (((x) & AUX_ALPHA) != 0) #define AUX_WIND_HAS_DEPTH(x) (((x) & (AUX_DEPTH24 | AUX_DEPTH16)) != 0) #define AUX_WIND_HAS_STENCIL(x) (((x) & AUX_STENCIL) != 0) #define AUX_WIND_USES_FIXED_332_PAL(x) (((x) & AUX_FIXED_332_PAL) != 0) /* ** ToolKit Event Structure */ typedef struct _AUX_EVENTREC { GLint event; GLint data[4]; } AUX_EVENTREC; /* ** ToolKit Event Types */ #define AUX_EXPOSE 1 #define AUX_CONFIG 2 #define AUX_DRAW 4 #define AUX_KEYEVENT 8 #define AUX_MOUSEDOWN 16 #define AUX_MOUSEUP 32 #define AUX_MOUSELOC 64 /* ** Toolkit Event Data Indices */ #define AUX_WINDOWX 0 #define AUX_WINDOWY 1 #define AUX_MOUSEX 0 #define AUX_MOUSEY 1 #define AUX_MOUSESTATUS 3 #define AUX_KEY 0 #define AUX_KEYSTATUS 1 /* ** ToolKit Event Status Messages */ #define AUX_LEFTBUTTON 1 #define AUX_RIGHTBUTTON 2 #define AUX_MIDDLEBUTTON 4 #define AUX_SHIFT 1 #define AUX_CONTROL 2 /* ** ToolKit Key Codes */ #define AUX_RETURN 0x0D #define AUX_ESCAPE 0x1B #define AUX_SPACE 0x20 #define AUX_LEFT 0x25 #define AUX_UP 0x26 #define AUX_RIGHT 0x27 #define AUX_DOWN 0x28 #define AUX_A 'A' #define AUX_B 'B' #define AUX_C 'C' #define AUX_D 'D' #define AUX_E 'E' #define AUX_F 'F' #define AUX_G 'G' #define AUX_H 'H' #define AUX_I 'I' #define AUX_J 'J' #define AUX_K 'K' #define AUX_L 'L' #define AUX_M 'M' #define AUX_N 'N' #define AUX_O 'O' #define AUX_P 'P' #define AUX_Q 'Q' #define AUX_R 'R' #define AUX_S 'S' #define AUX_T 'T' #define AUX_U 'U' #define AUX_V 'V' #define AUX_W 'W' #define AUX_X 'X' #define AUX_Y 'Y' #define AUX_Z 'Z' #define AUX_a 'a' #define AUX_b 'b' #define AUX_c 'c' #define AUX_d 'd' #define AUX_e 'e' #define AUX_f 'f' #define AUX_g 'g' #define AUX_h 'h' #define AUX_i 'i' #define AUX_j 'j' #define AUX_k 'k' #define AUX_l 'l' #define AUX_m 'm' #define AUX_n 'n' #define AUX_o 'o' #define AUX_p 'p' #define AUX_q 'q' #define AUX_r 'r' #define AUX_s 's' #define AUX_t 't' #define AUX_u 'u' #define AUX_v 'v' #define AUX_w 'w' #define AUX_x 'x' #define AUX_y 'y' #define AUX_z 'z' #define AUX_0 '0' #define AUX_1 '1' #define AUX_2 '2' #define AUX_3 '3' #define AUX_4 '4' #define AUX_5 '5' #define AUX_6 '6' #define AUX_7 '7' #define AUX_8 '8' #define AUX_9 '9' /* ** ToolKit Gets and Sets */ #define AUX_FD 1 /* return fd (long) */ #define AUX_COLORMAP 3 /* pass buf of r, g and b (unsigned char) */ #define AUX_GREYSCALEMAP 4 #define AUX_FOGMAP 5 /* pass fog and color bits (long) */ #define AUX_ONECOLOR 6 /* pass index, r, g, and b (long) */ /* ** Color Macros */ #define AUX_BLACK 0 #define AUX_RED 13 #define AUX_GREEN 14 #define AUX_YELLOW 15 #define AUX_BLUE 16 #define AUX_MAGENTA 17 #define AUX_CYAN 18 #define AUX_WHITE 19 extern float auxRGBMap[20][3]; #define AUX_SETCOLOR(x, y) (AUX_WIND_IS_RGB((x)) ? glColor3fv(auxRGBMap[(y)]) : glIndexf((y))) /* ** RGB Image Structure */ typedef struct _AUX_RGBImageRec { GLint sizeX, sizeY; unsigned char *data; } AUX_RGBImageRec; /* ** Prototypes */ void APIENTRY auxInitDisplayMode(GLenum); void APIENTRY auxInitPosition(int, int, int, int); /* GLenum APIENTRY auxInitWindow(LPCTSTR); */ #ifdef UNICODE #define auxInitWindow auxInitWindowW #else #define auxInitWindow auxInitWindowA #endif GLenum APIENTRY auxInitWindowA(LPCSTR); GLenum APIENTRY auxInitWindowW(LPCWSTR); void APIENTRY auxCloseWindow(void); void APIENTRY auxQuit(void); void APIENTRY auxSwapBuffers(void); typedef void (CALLBACK* AUXMAINPROC)(void); void APIENTRY auxMainLoop(AUXMAINPROC); typedef void (CALLBACK* AUXEXPOSEPROC)(int, int); void APIENTRY auxExposeFunc(AUXEXPOSEPROC); typedef void (CALLBACK* AUXRESHAPEPROC)(GLsizei, GLsizei); void APIENTRY auxReshapeFunc(AUXRESHAPEPROC); typedef void (CALLBACK* AUXIDLEPROC)(void); void APIENTRY auxIdleFunc(AUXIDLEPROC); typedef void (CALLBACK* AUXKEYPROC)(void); void APIENTRY auxKeyFunc(int, AUXKEYPROC); typedef void (CALLBACK* AUXMOUSEPROC)(AUX_EVENTREC *); void APIENTRY auxMouseFunc(int, int, AUXMOUSEPROC); int APIENTRY auxGetColorMapSize(void); void APIENTRY auxGetMouseLoc(int *, int *); void APIENTRY auxSetOneColor(int, float, float, float); void APIENTRY auxSetFogRamp(int, int); void APIENTRY auxSetGreyRamp(void); void APIENTRY auxSetRGBMap(int, float *); /* AUX_RGBImageRec * APIENTRY auxRGBImageLoad(LPCTSTR); */ #ifdef UNICODE #define auxRGBImageLoad auxRGBImageLoadW #else #define auxRGBImageLoad auxRGBImageLoadA #endif AUX_RGBImageRec * APIENTRY auxRGBImageLoadA(LPCSTR); AUX_RGBImageRec * APIENTRY auxRGBImageLoadW(LPCWSTR); #ifdef UNICODE #define auxDIBImageLoad auxDIBImageLoadW #else #define auxDIBImageLoad auxDIBImageLoadA #endif AUX_RGBImageRec * APIENTRY auxDIBImageLoadA(LPCSTR); AUX_RGBImageRec * APIENTRY auxDIBImageLoadW(LPCWSTR); void APIENTRY auxCreateFont(void); /* void APIENTRY auxDrawStr(LPCTSTR); */ #ifdef UNICODE #define auxDrawStr auxDrawStrW #else #define auxDrawStr auxDrawStrA #endif void APIENTRY auxDrawStrA(LPCSTR); void APIENTRY auxDrawStrW(LPCWSTR); void APIENTRY auxWireSphere(GLdouble); void APIENTRY auxSolidSphere(GLdouble); void APIENTRY auxWireCube(GLdouble); void APIENTRY auxSolidCube(GLdouble); void APIENTRY auxWireBox(GLdouble, GLdouble, GLdouble); void APIENTRY auxSolidBox(GLdouble, GLdouble, GLdouble); void APIENTRY auxWireTorus(GLdouble, GLdouble); void APIENTRY auxSolidTorus(GLdouble, GLdouble); void APIENTRY auxWireCylinder(GLdouble, GLdouble); void APIENTRY auxSolidCylinder(GLdouble, GLdouble); void APIENTRY auxWireIcosahedron(GLdouble); void APIENTRY auxSolidIcosahedron(GLdouble); void APIENTRY auxWireOctahedron(GLdouble); void APIENTRY auxSolidOctahedron(GLdouble); void APIENTRY auxWireTetrahedron(GLdouble); void APIENTRY auxSolidTetrahedron(GLdouble); void APIENTRY auxWireDodecahedron(GLdouble); void APIENTRY auxSolidDodecahedron(GLdouble); void APIENTRY auxWireCone(GLdouble, GLdouble); void APIENTRY auxSolidCone(GLdouble, GLdouble); void APIENTRY auxWireTeapot(GLdouble); void APIENTRY auxSolidTeapot(GLdouble); /* ** Window specific functions ** hwnd, hdc, and hglrc valid after auxInitWindow() */ HWND APIENTRY auxGetHWND(void); HDC APIENTRY auxGetHDC(void); HGLRC APIENTRY auxGetHGLRC(void); /* ** Viewperf support functions and constants */ /* Display Mode Selection Criteria */ enum { AUX_USE_ID = 1, AUX_EXACT_MATCH, AUX_MINIMUM_CRITERIA }; void APIENTRY auxInitDisplayModePolicy(GLenum); GLenum APIENTRY auxInitDisplayModeID(GLint); GLenum APIENTRY auxGetDisplayModePolicy(void); GLint APIENTRY auxGetDisplayModeID(void); GLenum APIENTRY auxGetDisplayMode(void); #ifdef __cplusplus } #endif #endif /* __GLAUX_H__ */
  7. Aircraft rotation questions.

    Quote:Original post by glopen I guess if this is getting too complicated I'll have to switch to quarternions but I don't know much about them. And of course I'm currently trying to update the orientation with angle increments instead of global values. You will want to switch to Quaternions anyway to avoid "Gimbal Lock". Just google them, there are some great resources out there for converting to and from Quaternions and Axis/Angle, Matrices etc. IIRC Gamasutra has quite a few articles on the subject.
  8. Quote:Original post by yboris I hear C# doesn't even have "global variables" ... Yes it does - they are implemented via a "Static Class". You need to read through what oler1s and Sneftel have written. Essentially you should have a header that contains the extern declarations and then the definition should be in one of your source files. constants.h #ifndef __constants_h__ #define __constants_h__ extern float _cx; extern float _cy; extern float _cz; #endif constants.cpp float _cx = 0.0f; float _cy = 0.0f; float _cz = 0.0f; Form1.cpp #include "constants.h" class Form1 { public: Form1() { _cx = 0.0f; }; } Form2.cpp #include "constants.h" class Form2 { public: Form2() { _cy = 0.0f; }; } Or something like that...
  9. Quote:Original post by bigjoe11a 2) Again, I'm not repeating my self again, I'm already running apache. What part of that is that you didn't under stand. Now the part I should under stand is that I WANT TO RUN MY OWN SOFTWARE, NO SOME ONE ELSES. So... are you going to start writing your own OS? Development language? etc. People are trying to understand WHY you wouldn't just use a freely available, and freely distributable, product. People are NOT going to re-invent the wheel just so you can satisfy some weird urge. Add to that the fact that you are generally vague about your requirements (when I read your initial post I thought that you needed a web application in C# written - as opposed to a web server) and you're not going to get much in the way of help. Heck, you can probably even just use IIS that comes with all (or most) versions of Windows. And finally, looking at your code gives me absolutely no idea what you are trying to do. I'm guessing that your code doesn't work because it doesn't contain any (useful) code. It handles a couple of button clicks and loads a couple of forms. It's kind of reminiscent of when my 3yo son got me to write "TMNT" on a blank CD and then asked if he could play the TMNT game that he'd just created. Completely useless - but at least his effort was amusing.
  10. [web] When you pay it sends you code

    Quote:Original post by swiftcoder Quote:Original post by cybergamingnews You buy program sends you the password to access it It might be better to allow the user to create their own password when they buy a subscription - auto-generated passwords are often a nightmare to remember. I think the OP is actually after a "serial" rather than a password.
  11. Quote:Original post by implicit But an awful lot of software don't have a good technical reason for not supporting older systems, except for the additional testing costs and workarounds for stunts like this. Er - cost is a pretty good reason - and not supporting a 8-10 year old OS is another pretty good reason. Particularly when something like < 1% of users still run Win 98 / 2k (Steam Hardware Survey). And just because you're writing a clone of an old application, doesn't mean you have to Target an old OS. If people want to play a clone of an old game, then chances are they have the game already, or it won't run on a new OS.
  12. Making skeletal animation more efficient

    Quote:Original post by Gumgo I had no idea release mode made such a huuuuge difference! What makes it run so much faster? (30x!?!?) The fact that your debugger isn't running?